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Messages - Helldiver

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Mods / Re: [0.95a] Stellar Networks 2.0.0 - collection of intel boards
« on: November 23, 2021, 05:03:37 PM »
Tried 2.0.0 out on a new game to test out the new features and I get major lag whenever on the regular campaign screen (not a menu). Tested back and forth between 1.2.1 and 2.0.0 with new saves each time and it goes from constant 60fps on the former to around 30-40 on the latter. MagicLib, LazyLib and GraphicsLib are all up to date.

Mods / Re: [0.95a] Kyeltziv Technocracy [1.0]
« on: November 19, 2021, 07:06:49 PM »
I like the colors and shapes on those ships. I like how most seem derived from a same base per class, I'm a sucker for ships that are variants/evolutions of each other. Will be trying this out for sure.

Is the correct use for renderOrderMod to have a number following it with higher numbers making weapon slots render above any slot with a lower number (or no renderOrderMod set)?
I have renderOrderMod": 1 on a weapon slot (along with the slot having a higher id number) but it and any weapon mounted on it still render under a nearby slot with no renderOrderMod line.

Mods / Re: [0.95a] Roider Union - Expeditions - 1.3.6
« on: November 05, 2021, 04:51:55 PM »
Game doesn't crash, but I've found the following error in my log:

ERROR data.scripts.util.MagicSettings  - unable to find roider_expeditionsDelay within RoiderUnion in modSettings.json

Looking into the mod's modSettings.json, there's a "roider_expeditionDelay" line - with no "s" after "expedition". I'm scared of changing it manually in the .json in case it causes other things to stop working instead because they're looking for this spelling of the line lol
Or copy-paste and have both expeditions and expedition. The IQ200GalaxyAICore fix!

My brain has expanded

Suggestions / Re: Inhospitable Factions Should Embargo
« on: November 05, 2021, 12:59:32 PM »
+1 to this.

Mods / Re: [0.95a] Roider Union - Expeditions - 1.3.6
« on: November 05, 2021, 12:53:26 PM »
Game doesn't crash, but I've found the following error in my log:

ERROR data.scripts.util.MagicSettings  - unable to find roider_expeditionsDelay within RoiderUnion in modSettings.json

Looking into the mod's modSettings.json, there's a "roider_expeditionDelay" line - with no "s" after "expedition". I'm scared of changing it manually in the .json in case it causes other things to stop working instead because they're looking for this spelling of the line lol

Mods / Re: [0.95a] Beyond The Sector - Endless Randomized Systems
« on: November 05, 2021, 10:32:57 AM »
It's alive!

Mods / Re: [0.95a] Roider Union - Expeditions - 1.3.3
« on: October 28, 2021, 11:16:27 AM »
A question, is the 1.3.3 update savegame compatible with the old 1.2.2 version?

Roider Union - Expeditions - v1.3.0
Download in the OP
Not Save Compatible!

Modding / Re: [0.9.1a] More-faces Portrait Pack 1.1
« on: October 28, 2021, 05:50:40 AM »
There is something weird about the bitbucket link, unlike other bitbucket links here that give you the download instantly this one redirects you to a page that tries to get you to log in on a website.

Mods / Re: [0.95a] Roider Union - Expeditions - 1.3.0
« on: October 27, 2021, 10:48:53 AM »
- Ship retrofitting now transfers S-mods and Starship Legends Reputation hullmods


Mods / Re: [0.95a] Luddic Enhancement Mod 1.2.5f
« on: October 27, 2021, 10:39:39 AM »
Alright, so I have had previous complaints that the ships added by Luddic Enhancement for the Luddic Church are simple reskins, and don't really add flavour to the faction. This is a legitimate accusation; I just wanted the church to have some unique ships, while still remaining largely vanilla compliant. However, with the previous dev diary regarding the new low-tech super frigate, I decided to try something new (and shamelessly copy what Alex did). The change I made completely changes how the Luddic Church plays as a faction - it does it so radically that I'm not sure people would be comfortable with the change, especially considering this mod's popularity and vanilla compliance.

So I made an experimental pack, and released it on the Unofficial Discord (along with some other changes). In general I haven't seen much feedback; some people have complained that it buffs the church too much, others have said that it's a good change and really makes the Church it's own faction. With some refining and balancing I've got it in a state where I feel I can release this experimental version of Luddic Enhancement for a wider audience to judge. NOTE: THIS IS NOT AN UPDATE. THIS IS ME TRYING TO GET FEEDBACK ON PEOPLE'S THOUGHTS REGARD THE CHANGE.

I'm not sure where complaints about the added ships to LC being just reskins could come from when this mod already adds multiple great unique ship models (love the Fasces!) to the faction already. As for the "skin" ones, I don't have a problem with them being just skins - they do add flavor, giving common ships in LC fleets a matching paint scheme. I guess they could've gotten some built-in flavor hullmod or slight mount/bay changes of some kind (ie LC Venture mining drone bay changed into full fighter bay becuz drones=evil and more ships to launch Perditions from = righteous) but that's not necessary.

I prefer the "damper field main defense" gimmick being a Lector-only thing. It fits for a specifically ancient ship, while slapping it on every LC ship feels gamey. Maybe some other ships like that could be added. Maybe some occasional existing ship conversions to that defense could be a thing (with matching visual change, I like the "grooves" running along the armor belt of the Lector giving the sense of a "different armor"), but I don't think it should be every ship of a given model and should remain a rarer sight.

Mods / Re: [0.95a] Legacy of Arkgneisis 1.9.10 [6/1/21]
« on: October 22, 2021, 05:19:03 PM »
a question tho, about the burke... is the big ass cannon on its frame just cosmetic? or it should be working, but it aint working coz i'am running the latest game version?

That's a big sensor mast, you see it in its built-in range-boosting hullmod ("Gravimetric Mast" IIRC).

Judging from the log, a ship variant somewhere in the game has a fighter wing that doesn't exist (note that neither the hull nor the wing need to be defined as mining-capable). Don't know which one (though it's not in vanilla or Underworld, since I just tested with those two).

Copy and paste this into console mod to find the offender:
Code: java

That command was perfect, found the affected files instantly!  Is there a list/compendium of other useful troubleshooting commands like this one somewhere (couldn't find one in modding articles on Starsector wiki) ? This is a godsend.

When asking to list all mining ships and weapons ingame, I get a nullpointer error line on the UI (no game crash) where the usual list normally appears. It was working before, so I figure that some recent change in a mod is responsible, but none of the mining_ships/mining_weapons.csv files seem incorrect (same with lines in modSettings.json for the few mods that use that instead) and disabling recently modified/added mods hasn't fixed it.
Listing mining strength of ships currently in player fleet works fine.

Here is the relevant part on the log:
445474 [Thread-3] WARN  com.fs.starfarer.campaign.rules.super  - Problem with command of class com.fs.starfarer.api.impl.campaign.rulecmd.Nex_PrintMiningInfo: null
   at exerelin.campaign.MiningHelperLegacy.getWingMiningStrength(
   at exerelin.campaign.MiningHelperLegacy.getWingMiningStrength(
   at exerelin.campaign.MiningHelperLegacy.getVariantMiningStrength(
   at exerelin.campaign.MiningHelperLegacy.getShipMiningStrength(
   at com.fs.starfarer.api.impl.campaign.rulecmd.Nex_PrintMiningInfo.printMiningTools(
   at com.fs.starfarer.api.impl.campaign.rulecmd.Nex_PrintMiningInfo.execute(
   at com.fs.starfarer.campaign.rules.super.execute(Unknown Source)
   at com.fs.starfarer.campaign.rules.C.runScript(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.applyRule(
   at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.execute(
   at com.fs.starfarer.api.impl.campaign.RuleBasedInteractionDialogPluginImpl.fireBes t(
   at com.fs.starfarer.api.impl.campaign.RuleBasedInteractionDialogPluginImpl.optionS elected(
   at com.fs.starfarer.ui.newui.Stringsuper$1.o00000(Unknown Source)
   at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.I.?00000(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.Stringsuper.super(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$ Source)
   at Source)

If someone can figure any sort of pointer (pun non-intended) towards what broke I'd be grateful.

Bug/oversight report:

In this update the Mk.1/Refit versions of the Sevastopol and Puddle Jumper were made into skins rather than separate hull files. However, the corresponding blueprint tag was not added to their .skin file so they neither spawn nor can be learned anymore (despite being listed in ship roles).

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